"Mortar is so OP" - ANSWERED
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"Mortar is so OP" - ANSWERED
Playing against dwarves specifically against their mortar, it is so unbalanced in so many ways, 1) it has 6 range 2) it deals so massive damage it can destroy buildings in one shot (any type of building, fortified, mega, etc...) 3) it deals 5×5 area damage 4) it only cost 5 turn to produce
Re: "Mortar is so OP"
I believe it's gonna be rebalanced @makazuwr32?
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Re: "Mortar is so OP"
Exactly as without this mortar the dwarfs will, on the contrary, become too weak in terms of balance, this mortar and the airship are their only strengths without them, the dwarfs will be like the lizards.
Re: "Mortar is so OP"
The whole dwarf race will definetly be revamped and rebalanced.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
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Re: "Mortar is so OP"
Maybe you can make it cost 6 turns, or adjust the damage it deals on building cause one shotting anykind of building is so much, or minimizing the area of effect 5×5 is very wide maybe 3×3?
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Re: "Mortar is so OP"
Ahhh thank you so much
Re: "Mortar is so OP"
Of course, if you play on the undead and do not use the higher speed of the scouts to capture most of the map (although I noticed that the centers in my last games were generated equally on each side, so there was a lot of distance between them), then this is most likely a loss, since the undead do not ranged fighters above range 7.
The problem is rather an error in which magic arrows do not see mortars, as well as the fact that the undead are aimed at close combat, and the whole game is made so that the best fighters are ranged fighters , but as far as I know Savra was going to nerf ranged fighters, so we must wait again.
The problem is rather an error in which magic arrows do not see mortars, as well as the fact that the undead are aimed at close combat, and the whole game is made so that the best fighters are ranged fighters , but as far as I know Savra was going to nerf ranged fighters, so we must wait again.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: "Mortar is so OP"
Indeed it will be a bit later.
Mortar will be changed into trebushet-like unit with no aoe, with even higher than trebushet range (+1-2 range over trebushet when maxed).
Alas unlike trebushet it will have lower damage/shot because we decided to give for mortar with tiers more actions (1/2/3 actions it will have). Ofc as any siege mortar will have good miss chance and no non-building bonuses.
Dwarves will also get 4 more siege units:
Demolition engineer — throws dynamites, places bombs, mines, can self destroy in grim situation;
Light cannon — ballista-like siege unit with a bit lesser range but better damage and mobility;
Heavy cannon — will have best damage/shot value among siege of dwarves (not gnomish though, hehe), can research explosive ammo ability (use action to get +1 power range on next turn) and grape shot transformation (massive reduce in damage, massive reduce in range, massive miss chance but massive aoe and 100% power damage so deals full damage to units i its aoe).
Siege engine — gnomish invention of delivering extremal siege firepower and destroying enemy fortifications. Will have low range (2/3/4) but will be heavy armored (good health and armor) and will do MASSIVE amount of damage to single building. Will not be able to deal any reasonable damage to non-building units (main scource of damage will be bonuses).
Dwarves will also get their own giant killers but in slayers sub.
Transport zeppelin will be kept for dwarves but will loose health, carry capaticy (down to 2), will be only trainable, will carry only limited set of units (land foot normal sized).
Battle zeppelin will be also rebalanced and will be made into combination of transport zeppelin (paratroopers in form of permanent summon) and siege (light cannon).
As for "whole dwarf race will be rebalanced" — not so right.
Main units are already done (if we do not count runes) and if do not count slight balancing and fixing for later will not be changed.
Alas casters (priest, alchemist), siege, workers and naval will be new.
_______________________________
Shooter type units indeed will do now less damage due to lowered bonuses.
_______________________________
As for magic missle and spitfire not being able to target those units — we remade categories for units so probably this is partially fixed (not sure though, will check tomorrow).
Mortar will be changed into trebushet-like unit with no aoe, with even higher than trebushet range (+1-2 range over trebushet when maxed).
Alas unlike trebushet it will have lower damage/shot because we decided to give for mortar with tiers more actions (1/2/3 actions it will have). Ofc as any siege mortar will have good miss chance and no non-building bonuses.
Dwarves will also get 4 more siege units:
Demolition engineer — throws dynamites, places bombs, mines, can self destroy in grim situation;
Light cannon — ballista-like siege unit with a bit lesser range but better damage and mobility;
Heavy cannon — will have best damage/shot value among siege of dwarves (not gnomish though, hehe), can research explosive ammo ability (use action to get +1 power range on next turn) and grape shot transformation (massive reduce in damage, massive reduce in range, massive miss chance but massive aoe and 100% power damage so deals full damage to units i its aoe).
Siege engine — gnomish invention of delivering extremal siege firepower and destroying enemy fortifications. Will have low range (2/3/4) but will be heavy armored (good health and armor) and will do MASSIVE amount of damage to single building. Will not be able to deal any reasonable damage to non-building units (main scource of damage will be bonuses).
Dwarves will also get their own giant killers but in slayers sub.
Transport zeppelin will be kept for dwarves but will loose health, carry capaticy (down to 2), will be only trainable, will carry only limited set of units (land foot normal sized).
Battle zeppelin will be also rebalanced and will be made into combination of transport zeppelin (paratroopers in form of permanent summon) and siege (light cannon).
As for "whole dwarf race will be rebalanced" — not so right.
Main units are already done (if we do not count runes) and if do not count slight balancing and fixing for later will not be changed.
Alas casters (priest, alchemist), siege, workers and naval will be new.
_______________________________
Shooter type units indeed will do now less damage due to lowered bonuses.
_______________________________
As for magic missle and spitfire not being able to target those units — we remade categories for units so probably this is partially fixed (not sure though, will check tomorrow).
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: "Mortar is so OP"
Considered as Answered.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.